Working on fixing enemy identification

Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
2026-03-14 21:06:31 +01:00
parent 12e2e7e3a8
commit 1ec891d9a0
18 changed files with 293 additions and 292 deletions

View File

@@ -8,7 +8,6 @@ import 'package:wolf_dart/features/entities/map_objects.dart';
class Officer extends Enemy {
static const double speed = 0.055;
static const int _baseSprite = 50;
bool _hasFiredThisCycle = false;
Officer({
@@ -17,22 +16,16 @@ class Officer extends Enemy {
required super.angle,
required super.mapId,
}) : super(
spriteIndex: _baseSprite,
spriteIndex: EnemyType.officer.spriteBaseIdx,
state: EntityState.idle,
) {
health = 50;
damage = 15;
}
static Officer? trySpawn(
int objId,
double x,
double y,
Difficulty difficulty,
) {
if (objId >= MapObject.officerStart &&
objId <= MapObject.officerStart + 35) {
bool isPatrolling = objId >= MapObject.officerStart + 18;
static Officer? trySpawn(int objId, double x, double y, Difficulty _) {
if (EnemyType.officer.claimsMapId(objId)) {
bool isPatrolling = objId >= EnemyType.officer.mapBaseId + 18;
return Officer(
x: x,
@@ -81,7 +74,7 @@ class Officer extends Enemy {
switch (state) {
case EntityState.idle:
spriteIndex = _baseSprite + octant;
spriteIndex = EnemyType.officer.spriteBaseIdx + octant;
break;
case EntityState.patrolling:
@@ -96,7 +89,8 @@ class Officer extends Enemy {
}
int walkFrame = (elapsedMs ~/ 150) % 4;
spriteIndex = (_baseSprite + 8) + (walkFrame * 8) + octant;
spriteIndex =
(EnemyType.officer.spriteBaseIdx + 8) + (walkFrame * 8) + octant;
if (distance < 6.0 && elapsedMs - lastActionTime > 1000) {
if (hasLineOfSight(playerPosition, isWalkable)) {
@@ -110,15 +104,15 @@ class Officer extends Enemy {
case EntityState.attacking:
int timeShooting = elapsedMs - lastActionTime;
if (timeShooting < 150) {
spriteIndex = _baseSprite + 46; // Aiming
spriteIndex = EnemyType.officer.spriteBaseIdx + 40; // Aiming
} else if (timeShooting < 300) {
spriteIndex = _baseSprite + 47; // Firing
spriteIndex = EnemyType.officer.spriteBaseIdx + 41; // Firing
if (!_hasFiredThisCycle) {
onDamagePlayer(damage);
_hasFiredThisCycle = true;
}
} else if (timeShooting < 450) {
spriteIndex = _baseSprite + 48; // Recoil
spriteIndex = EnemyType.officer.spriteBaseIdx + 40; // Recoil
} else {
state = EntityState.patrolling;
lastActionTime = elapsedMs;
@@ -126,7 +120,7 @@ class Officer extends Enemy {
break;
case EntityState.pain:
spriteIndex = _baseSprite + 44;
spriteIndex = EnemyType.officer.spriteBaseIdx + 42;
if (elapsedMs - lastActionTime > 250) {
state = EntityState.patrolling;
lastActionTime = elapsedMs;
@@ -136,14 +130,14 @@ class Officer extends Enemy {
case EntityState.dead:
if (isDying) {
int deathFrame = (elapsedMs - lastActionTime) ~/ 150;
if (deathFrame < 4) {
spriteIndex = (_baseSprite + 40) + deathFrame;
if (deathFrame < 3) {
spriteIndex = (EnemyType.officer.spriteBaseIdx + 43) + deathFrame;
} else {
spriteIndex = _baseSprite + 45;
spriteIndex = EnemyType.officer.spriteBaseIdx + 45;
isDying = false;
}
} else {
spriteIndex = _baseSprite + 45;
spriteIndex = EnemyType.officer.spriteBaseIdx + 45;
}
break;